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Decompile a bunch of objects (#603)
* Mostly done but shifted * still messed up * Almost OK * OBJECT_JYA_OBJ OK, OBJECT_GR OK * Done * Merge master and format * Cleanup * Cleanup 2 * Start object MB dont merge yet * Object_MB OK * Object_ydan_objects OK * General 'ydan' actor cleanup * Forgot some small things * Object_EC OK * add .gitkeep and run format * Object_sd OK but no textures cause of a zap issue * PR fixes * Fix object_sd * fix ydan * delete .gitkeep files * OBJECT_BOX as far as it can go with current ZAP * Fix undefined_syms * Start child link object * Push progress, dont merge yet * Object_mori_objects OK * Fixed? * Fix conflicts again * Seems like i missed some textures * Extract data for BgBombwall * More field * ZAP YEP 2.0 * Object_Box OK * Object_SD ok. Ready to merge * remove ASM and merge master * remove ASM * remove files wrongfully added to docs/ * Almost done * Change comment in z_player_lib.c * forgot some DLists in player_lib.c * Fix conflict, run format * Same as before but this time with Tex and TLUT * Last few things * fix object_GR and add limbs to object_sd * Nane -> Name * gChildDekuShieldMtx is now a matrix and not a blob * PR fixes (Fig) * add a space for comment in z_player_lib.c * re push and new lines * PR fixes (AngheloAlf) * PR fixes (Roman) * Fix Heishi2 * PR fixes (Fig) * Replace spacing in a file * PR fixes (Roman)
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parent
36fead60a0
commit
201c9ec1cd
72 changed files with 1499 additions and 1128 deletions
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@ -5,6 +5,7 @@
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*/
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#include "z_bg_bombwall.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#define FLAGS 0x00400000
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@ -21,10 +22,6 @@ void func_8086EDFC(BgBombwall* this, GlobalContext* globalCtx);
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void func_8086EE40(BgBombwall* this, GlobalContext* globalCtx);
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void func_8086EE94(BgBombwall* this, GlobalContext* globalCtx);
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extern CollisionHeader D_050041B0;
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extern Gfx D_05003FC0[];
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extern Gfx D_05004088[];
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static ColliderTrisElementInit sTrisElementsInit[3] = {
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{
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{
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@ -92,7 +89,7 @@ void BgBombwall_InitDynapoly(BgBombwall* this, GlobalContext* globalCtx) {
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&D_050041B0, &colHeader);
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CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (this->dyna.bgId == BG_ACTOR_MAX) {
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@ -176,7 +173,7 @@ void BgBombwall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgBombwall_DestroyCollision(this, globalCtx);
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}
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Vec3s D_8086F010[] = {
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static Vec3s D_8086F010[] = {
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{ 40, 85, 21 }, { -43, 107, 14 }, { -1, 142, 14 }, { -27, 44, 27 }, { 28, 24, 20 }, { -39, 54, 21 }, { 49, 50, 20 },
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};
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@ -210,7 +207,7 @@ void func_8086EB5C(BgBombwall* this, GlobalContext* globalCtx) {
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}
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void func_8086ED50(BgBombwall* this, GlobalContext* globalCtx) {
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this->dList = D_05003FC0;
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this->dList = gBgBombwallNormalDL;
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this->actionFunc = func_8086ED70;
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}
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@ -225,7 +222,7 @@ void func_8086ED70(BgBombwall* this, GlobalContext* globalCtx) {
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}
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void func_8086EDFC(BgBombwall* this, GlobalContext* globalCtx) {
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this->dList = D_05003FC0;
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this->dList = gBgBombwallNormalDL;
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this->unk_2A0 = 1;
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func_8086EB5C(this, globalCtx);
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this->actionFunc = func_8086EE40;
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@ -244,7 +241,7 @@ void func_8086EE40(BgBombwall* this, GlobalContext* globalCtx) {
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}
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void func_8086EE94(BgBombwall* this, GlobalContext* globalCtx) {
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this->dList = D_05004088;
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this->dList = gBgBombwallBrokenDL;
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BgBombwall_DestroyCollision(this, globalCtx);
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this->actionFunc = NULL;
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}
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